 #version 330 core

layout(location=0) in vec2 aPos;
layout(location=1) in vec3 aColor;
layout(location=2) in vec2 aTexCoord;

uniform mat4 modelMatrix;
uniform mat4 cameraMatrix;

out vec3 ourColor;
out vec2 TexCoord;

void main()
{
    gl_Position =cameraMatrix * modelMatrix *  vec4(aPos,0.0, 1.0);
    ourColor = aColor;
    TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}